Documentos de Académico
Documentos de Profesional
Documentos de Cultura
High Jump
You can leap a number of feet into the air equal to 3+STR modifier if
you move at least 10 feet on foot immediately before the jump.
If you make a standing high jump, you only jump half the distance.
Either way each foot you clear in the air costs a foot of movement.
The DM may allow characters to make a STR (Athletics) check to jump
higher.
You can extend your hands half your height above your head during a
jump to reach a distance equal to the height of the jump plus 1 time
your height.
Actions in Combat
Dash (PHB pg 192)
Characters that are surprised cannot move or take an action on their first
round of combat.
Characters and creatures cannot take a Reaction until that turn ends.
When you take an attack action and attack with a light melee weapon in
one hand, you can use a bonus action to attack with a different light
melee weapon in the other hand.
You do not add your ability modifier to the damage of the bonus attack,
unless the modifier is negative.
If either weapon has the thrown property, you can throw the weapon
instead of making a melee attack with it.
Controlling a Mount
You may either control the mount or allow it to act independently.
Intelligent mounts always act independently.
The initiative of a controlled mount changes to reflect the characters
initiative.
A controlled mount may only take three actions: Dash, Disengage, or
Dodge.
A controlled mount may move & act on the turn that you mount it.
An independent mount retains its Initiative. Bearing a rider puts no
restrictions on how it may act in combat, but it moves and acts as it
chooses.
If a mount provokes an Opportunity Attack while mounted, the attacker
can target you or the mount.
You may use the attack action to shove a creature to push it away or
knock it prone.
The target of your shove can be no more than 1 size larger than you.
You make a STR (Athletics) check opposed by either the targets STR
(Athletics) or DEX (Acrobatics).
On a success, you knock the target prone or push it 5 feet away.
If you are able to make multiple attacks this attack replaces one of them.
A creature that does not have a swim speed has Disadvantage on melee
attack rolls unless that weapon is a dagger, javelin, short sword, spear, or
trident.
Ranged weapon attacks automatically miss targets beyond the weapons
normal range.
A ranged attack roll has Disadvantage within normal range, unless that
weapon is a crossbow, net, or a thrown weapon.
Creatures and objects that are completely immersed in water have
resistance to fire damage.
Advantage
When a character has Advantage, the player rolls two d20s and selects
the higher roll.
Disadvantage
When a character has Disadvantage, the player rolls two d20s and
selects the lower roll.
If a creature has both Advantage and Disadvantage then the creature has
neither.
A creature cannot benefit or suffer from multiple instances of Advantage
or Disadvantage.
If an ability allows the player to re-roll a die, the player may re-roll only
one die.
Bonus
+2
+5
Cannot be affected
Example
Covers half the target
Covers of the target
Target is entirely covered
Effect
Disadvantage on Wisdom
(Perception)
Blinded
Poisoned
A blinded creature cannot see and fails any ability check that requires
sight.
Attack rolls against the creature have Advantage.
The blinded creatures attack rolls have Disadvantage.
Charmed
A charmed creature cannot attack or target the charmer with harmful
abilities or magical effects
The charmer has Advantage on any ability check to interact socially with
the creature.
Prone
A prone creatures only movement is to crawl.
The creature has Disadvantage on all attack rolls.
An attack against the creature has Advantage if the attacker is within 5
feet. Otherwise the attacker has Disadvantage.
Standing up from prone costs one half the creatures speed.
Restrained
A deafened creature cant hear and fails any ability check that requires
hearing.
Frightened
Stunned
Deafened
Grappled
A grappled creatures Speed becomes 0, and cannot benefit from any
bonus to Speed.
The condition ends if the grappler becomes incapacitated.
The condition also ends if an effect removes the grappled creature from
the reach of the grappler or grappling effect.
Unconscious
Invisible
Exhaustion
Incapacitated
Paralyzed
A paralyzed creature is incapacitated and cant move or speak.
The creature automatically fails STR and DEX Saving Throws.
Attacks rolls against the creature have Advantage.
Any attack that hits the creature is a critical hit if the attacker is within 5
feet.
Petrified
A petrified creature is transformed along with any non-magical objects
on its person into a solid inanimate substance. Its weight increases by a
factor of 10 and it ceases aging.
The creature is incapacitated and cant move or speak and is unaware of
its surroundings.
The creature automatically fails Strength and Dexterity Saving Throws.
Attacks rolls against the creature have Advantage.
The creature has resistance to all damage.
The creature is immune to poison and disease, but any poison in its
system already is suspended not neutralized.
Level
1
2
3
4
5
6
Effect
Disadvantage on Ability Checks
Speed halved
Disadvantage on Saving Throws and Attack rolls
Hit point maximum halved
Speed reduced to 0
Death
An effect that removes Exhaustion reduces its level as specified, and all
effects of Exhaustion end if a creatures exhaustion level is reduced
below 1.
Finishing a Long Rest reduces a creatures exhaustion level by 1, so long
as that creature has ingested some food and water.